Badges
This user hasn't earned any badges yet.Posts
|
Viewing 1 to 20 (204 Total) |
|---|
Re: web flash template error
Hi there,
Posted on January 31, 2013 at 1:12 PM
|
Re: Installing actuate on MacOSXThe issue is in the method parseOSXConfiguration in this file in haxe std source:
Posted on January 25, 2013 at 4:37 PM
|
Re: Installing actuate on MacOSXHi Rob, a guy on my team (named Robb, coincidentally) also ran into the "Invalid value type 'date'" issue using haxelib. I looked at it myself and it shows up with "haxelib search", "haxelib install", pretty much anything except for "haxelib list".
Posted on January 25, 2013 at 4:33 PM
|
iOS build mystery issues?Anyone having weird mysterious issues building otherwise working projects for iOS?
Posted on January 18, 2013 at 1:08 PM
|
Re: Problem with building NMEas far as I can tell, the SVN version of NME/hxcpp is currently unstable and cannot be built for iOS or OS X. I am trying to sort through it and will report back as soon as I have more information.
Posted on November 20, 2012 at 10:19 AM
|
Re: Icons and Launch ImagesOK. can't hurt to upgrade to the version dispatched by the Mac App Store, makes it easier to keep up to date, too. Unless you have a reason to hold on to 4.1 that is what I would recommend.
Posted on September 06, 2012 at 3:03 PM
|
Re: Icons and Launch ImagesThere's nothing in the plist that is specific to 5.1. In fact, it will work (and I have used it) back to iOS 4.x.
Posted on September 06, 2012 at 2:58 PM
|
Re: TextField.INPUT for HTML5?I do not advise implementing this in the canvas-rendered text. Even when canvas-rendered text is used, input should be handled conventionally using an input tag. I built a "native text" class that does this over the top of the HTML5 TextField. Even when canvas rendered text is used, upon transitioning to editable text, it can be replaced dynamically with an input field, then switched back to rendered text once the editing session is complete. One tricky part with this will be keeping typeface and formatting consistent.
Posted on August 21, 2012 at 11:37 AM
|
Re: munit and nme.display.Sprite not working?As of the latest munit on haxelib (0.9.5.1) the cpp target does work!
Posted on August 20, 2012 at 5:56 PM
|
Re: munit and nme.display.Sprite not working?I think munit is an awesome undertaking, so much so that I hoped to create some tight integration for it in the NME stack.
Posted on August 18, 2012 at 8:27 AM
|
Re: Is there stable gesture lib?I've got one I have not released yet because mine is a bit specific to my own framework. I have found it to work nicely and more universally for iOS and other targets. I'd be happy to send it along if it would help you build a generalized form. I doubt it'd be tougher than porting from AS3.
Posted on August 13, 2012 at 1:33 PM
|
Re: Unicode / InternationalizationHi Jon,
Posted on August 08, 2012 at 9:41 PM
|
Re: Gm2d - Rectangle Packing ClassVery impressive. Thanks for posting!
Posted on August 08, 2012 at 9:35 PM
|
Re: Accessibility in JeashThat would not be a huge deal, and it's a nice idea to get things started.
Posted on August 08, 2012 at 9:32 PM
|
Re: seeking help with simultaneous soundssince sound is implemented differently between Android, iOS, and SDL (Mac, Windows, etc.) targets, it would help to know what you are seeing per target for what time of file with a small code sample.
Posted on August 08, 2012 at 9:26 PM
|
Re: ios warning seen: "it should support at least one orientation"I double checked this and it is indeed working properly.
Posted on August 08, 2012 at 6:05 PM
|
Re: ios warning seen: "it should support at least one orientation"this is actually a little bit volatile as we are between ios 5 and 6. What is there should be backward compatible but this is handled a little bit differently for UIViewController in iOS6.
Posted on August 08, 2012 at 5:51 PM
|
Re: Stuttering movement with touch events on iPod TouchI'm sure you already know this but I wouldn't recommend installing a beta version of the OS on a device you depend on. I also wouldn't necessarily advise using beta OS's for performance testing as the results are often inconsistent and may leverage code that won't even end up in the production release. For what it's worth, I've been running iOS6 on a 3rd-gen iPad since WWDC and it's been on par with iOS 5 in terms of performance. I'm sure you're aware the 3rd beta is not close to a release-ready fit and finish.
Posted on August 02, 2012 at 3:59 PM
|
Re: Stuttering movement with touch events on iPod TouchI finally got around to building with the svn version of nme, but I'm still getting the same issue of touch stuttering on the iPod. Here's what it looks like when I'm trying to draw circles. Sometimes it works on right, and often it doesn't on the left. Hi there, I have the same question for you I had asked Jon: I am assuming you have tried editing the default scheme and changing the "Build Configuration" to "Release" as opposed to "Debug". Is this the case?
Posted on August 02, 2012 at 3:12 PM
|
Re: Stuttering movement with touch events on iPod TouchThanks, that did the trick for me and makes it now start up quickly each time. I played around with that last time I updated the iOS installer and project wrapper for the newer folder layout and Xcode project format. It would be possible to inject schemes, but really these are application-specific and the kind of thing you'll want to create depending on what you are doing. It would add an element to the number of things that already need to be maintained in the wrapper, and that may not be sustainable. Next time I come up for air I'll look into making this a little bit more streamlined. "Debug" is currently the default without injecting schemes when the project is created.
Posted on August 02, 2012 at 3:10 PM
|
